Cartoons Archive | 6/5/2014
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Walkthrough Map: G2
Glacial Rift of the Frost Giant Jarl
Jason Thompson

Some dozens of leagues to the north and west of the Steading of the Hill Giant Chief, amidst the tallest mountain peaks, is the stronghold of Grugnur, Lord of Frost Giants. As frost giants have been amongst those who have been in the reaving bands, the party is to deal with them as the hill giants have been dealt with. Death and destruction are to be meted out to the frost giants in the same measure they gave to the peoples below.

Those members of the party who have participated in the raid upon the steading will know that their most important mission, however, is to garner intelligence as to what or who is behind the unholy alliance of hill, stone, frost, and possibly other types of giants as well. Any such information gained is to be delivered by the fastest means to the nobles sponsoring the expedition, while the party is to follow up clues in order to prosecute offenders. Any treasure taken is to be kept by the party; this is their reward for the perils they must face -- and they are bound to face many in the weird ice caves and rocky caverns of the Jarl.

In G2: Glacial Rift of the Frost Giant Jarl:The evil root is deeply grown here, far worse than among the hill giants.

G1-3 Against the Giants can be found at dndclassics.com—and to help celebrate one of the more famed adventurers in the game's history, we're proud to present our latest walkthrough map.

G2: Glacial Rift of the Frost Giant Jarl (11.4 Mbs PDF)
G2: Glacial Rift: Without Captions (5.7 Mbs PDF)
G2: Glacial Rift: With Blank Captions (5.4 Mbs PDF)
G2: Glacial Rift: Numbered (5.8 Mbs PDF)

For reference, here's a look at the original map of the glacial rift's upper level, orientated to the same position.


Glacial Rift

Click the strip below, for a larger view.

About the Artist

Jason Thompson (@mockman) is a comic artist and illustrator. His works include H.P. Lovecraft's The Dream-Quest of Unknown Kadath, Manga: The Complete Guide, King of RPGs (with Victor Hao), The Map of Zombies, and the webcomic The Stiff at www.mockman.com.

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I look at the old 1st-edition modules with a mixture of nostalgia and incredulity. Did we really play these things? They're usually badly written and very often with little in the way of plot. And yet it's still possible to find inspiration in them. I've adapted the U-series to start a campaign. In my version, the Alchemist wasn't dead and was re-written as a Gnome. I started another campaign using UK1 Beyond the Crystal Cave but re-done as an underwater adventure. (Hippocampus stood in for Unicorns and so on.) I'm about to finish an Eberron campaign using A1-3 as a basis. In this version, we'll have Swamp Giants instead of Frost Giants and there'll be more than a few dragons thrown in for fun. Despite some misgivings, I also recommend all the old modules. You just cannot say "I'll never run this crap" because a chance to use it will appear when you least expect it.
  
Posted By: Maerlius (6/6/2014 1:28:01 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


I own this module and pretty much all of the modules that ever existed for 1st edition through 4th edition in very good condition.
This is a very fun module and I highly reccommend it :)
  
Posted By: Nub-Shiggurath (6/5/2014 7:46:04 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


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